*Some costs presented are using wondroud item creation feat*
Ghostly Vest (2./k)- This otherwise well made, but mundane vest has the ghost touch property. Additionally the inner lining has a number of small pockets. Anything carried in these pockets is treated as having the ghost touch property while stored within the pockets. The pockets come in a variety of sizes, for carrying a number of wands, and small goods. (I don’t have an exact carrying capacity, but it’s not much. This is primarily used to carry her wands, small amount of gold, small books, and other minor components around.)

Bloodline Arcana-Whenever you cast a spell with the darkness descriptor or shadow sub-school, you gain a circumstance bonus to stealth checks equal to the spell level for 1d4 rounds
Shadow Strike – Melee touch inflicts 1d4+4 Nonleathal and Dazes Targer for 1 min. Creatures with LLV or DV are not dazzled. 10/d (3+cha)
Night Eye +60’ to Darkvision
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

Ghost abilities:
DC for saves = 24 (10+1/2 HD+ Cha)
Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. AFortitude save halves the damage inflicted.
Malevolence (Su): The ghost’s jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours.
Telekinesis (Su): The ghost’s death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost’s HD, whichever is higher).

Sunburst Correspondence found in the Gnome's home
"Thispindix,
It is with thanks that we accept your donation to our church. The history of the Order of Iron will be kept in our library, where it will be cherished and it's glory shall add to ours.
Go forth in the light,
Deacon Paeldran
Lambent Citadel of Solku"

Telekinesis:

You move objects or creatures by concentrating on them.

Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects.

You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Objects and creatures that miss their target land in a square adjacent to the target.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.

If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ghost traits:

“Ghost” is an acquired template that can be added to any living creature that has a Charisma score of at least 6. A ghost retains all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +2.
Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype.
Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature’s natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items. Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A ghost retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Ghosts gain channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the
immunities granted by its undead traits. Ghosts also gain
the rejuvenation ability.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
Speed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.
Melee and Ranged Attacks: A ghost loses all of the base creature’s attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.
Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum
1—the first ability chosen must always be corrupting touch). The save DC against a ghost’s special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM’s discretion.

Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Malevolence (Su): The ghost’s jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane.
This ability is similar to a magic jar spell (caster level
10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours.
Telekinesis (Su): The ghost’s death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost’s HD, whichever is higher).
Abilities: Cha +4; as an incorporeal undead creature, a ghost has no Strength or Constitution score.
Skills: Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise,Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.

Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
Relevant Undead info –
Darkvision 60’
Immune to mind affecting affects
Not subject to nonlethal damage, ability drain,, energy drain, immune to damage to physical ability scores as well as exhaustion and fatigue
Cannot heal on its own – negative heals positive harms
Immunity to fort saves unless harmless or also works on objects
Do not eat, breath, or sleep

Spell and creature reference:

Khain's Army
School: necromancy [evil]
Level: cleric 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M/DF (a handful of ghoul's teeth)
Range: 5 feet
Effect: 1d4+1 ghouls and 1 ghast
Duration: 1 round/level
Saving Throw: Fortitude half (see text)
Spell Resistance: no
Originally created by the priest-king of Nemret Noktoria, the ghoul Kortash Khain, for use by his minions to bolster their forces in battles against their enemies, Khain's army has become a favorite of many necromancers throughout Osirion and beyond. By scattering a handful of ghoul's teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you. The ghouls and their ghast leader must appear in squares adjacent to you, but after that they follow your spoken commands unerringly.

If one of the ghouls is destroyed while the spell's duration is still in effect, it bursts into a spray of rotten flesh and necromantic energy that deals 1d6 points of negative energy damage to all adjacent targets-this energy heals undead targets as typical for negative energy damage. If the ghast is destroyed in this manner, it deals twice as much negative energy damage as a ghoul. A successful Fortitude save halves the negative energy damage dealt. When this spell's duration expires, any remaining undead created by this spell crumble apart into dust and blow away without dealing any additional negative energy damage.

Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.

Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

Ghast

Ghasts are ghouls with the advanced monster template . A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).

Vestas’s family is renowned undead hunters, hence her surname. Vesta suspects that she inherited her powers due to her parents regular exposure to undead energy or perhaps one of the many curses spouted by undead as her parents killed them. Vesta, on the other hand, has not issues with undead and was fascinated with them even before she became one. Needless to say her curiosity and power source eventually caused her to be an outcast from her family.
Vesta became a ghost when she was injured during a failed necromantic experiment. While recovering in her bed he was murdered by a masked person. A few days later she rose as a ghost with a driving rage to avenge her own murder. The problem is she doesn't know who the guilty party is. Perhaps she may never know. In the mean time she occupies her time.